Best MegaKnight Deck for Legendary Arena (4000-5000 trophies)



Hey there, today I am going to show you one of my favorite deck inside of Clash Royal that has constantly led me to 5000+ trophies for the past few seasons. This is a MegaKnight deck that can defeat any meta. It is effective agianst X-bow, Sparky, Log Bait, Barrel and everything, if your cards have been leveled up.

Click here to copy this deck.

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Here's the stats of our deck:

StatsRoyale: #29c8vqqy

Average elixir cost: 4.0

Archers: 3.0
Baby Dragon: 4.0
Mega Knight: 7.0
Rocket: 6.0
Log: 2.0
Zap: 2.0
Night Witch: 4.0
Valkyrie: 4.0

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Roles of each cards:

Because this deck is effective in 4000-5000 trophies range in every meta, roles of each cards are equally important. 

1. Mega Knight:



MegaKnight is a ranking unit in this deck. You will drop every troops behind this Mega knight. Once it marches forward and crosses the bridge, you can spam all your troops on the bridge. 

However, you might face some difficulties with Inferno Tower deck while talking this unit. To solve this, I tank Night Witch in front of MegaKnight so that she can deceive the Inferno Tower with her bats and she, herself. 

Defending Hog Riders and Ram Riders are quite easy if you have enough elixir in your hands. I place MegaKnight on top of those units. The  spawn damage of this unit steps back those units. Then, Hog Riders or Ram Riders won't do any damage to your tower. During this time, you can set up a little push with Archers, Baby Dragons, or Night Witch. [Tank with air targeting troops]

Since MegaKnight has added advantages in the game like spawn damage, jump damage and splash damage, you need to use this card very wisely. Don't ever randomly play this card or it would give serious elixir advantage to your opponent.

2. Archers:



These sneaky pairs can get some healthy damage on your opponent tower, if leveled up. They are also very good to stop single troop push viz. Mini PeKka, PeKka, valkyrie and others. 

My chief strategy to play archers with this deck is to combine it with a push. Since, it is almost the cheapest card in this deck and can attack both air and ground units, it can go hand in hand with any of the troops in this deck. If I had used valkyrie to stop a goblin gang, and if I have enough elixir to play archers, I would undoubtedly place the archers just behind the valkyrie and get some healthy tower damage on the opponents. 

If playing randomly, leave the archers on the back of the King tower and let them split to get little damage (if opponent doesn't respond) in the early game stage.

If you have just 3 elixirs, and you see an incoming PeKka, Mega Knight, Valkyrie or some other troops with little slow movement, place archers just in middle of your towers, so that they split a bit. They should be within 1-1.5 tiles range. On doing this, the opponent's troop will target one of your archers and then the other while both of your princess towers will also be hitting that troop. 

Hence, with less elixirs too, you can stop a single troop push coming in your side. 

3. Zap:



Zap is one of the cheapest card in this deck and is an alternative for the log when you don't have the log in your hands, while it also targets the Air Troops. 

My prime uses of Zaps in this deck:
  • Reset Inferno Dragon
  • Reset Inferno Tower
  • Reset the Sparky
  • Against Minions or Minion Horde
  • Against Goblin Barrel
  • Against Goblins, Goblin Gangs, etc.
  • Against troops with low Hitpoints
As we all know, zap is quite popular because it provides you the ability to reset the deadly troops and buildings. 

While there are some decks which will bait your log for other troops and use the goblin barrel to take the healthy damage off of your princess towers. For this reason, zap stands out in this deck. If log is not in hand, zap is of course an option to defend.

If your zap is at max level, it might take away the level 11 and level 12 minion horde in just one strike. So, its going to be nightmare for the opponent to face a max level zap in the 4000-5000 trophies range.

4. Rocket:



Rocket is one of the best cards in this game that will help you stop opponent's massive pushes. It provides an extra tower damage advantage to you if the opponet lures high elixir troops beside the Princess Towers.

It is a direct counter and an worthy card for decks against Sparky, executioner, X-bow, etc.

I would suggest to level up the rocket to level up to 13 to increase its tower damage. 

Rockets become extremely handy when you can have a direct attack to your opponent's crown tower and win the overtime matches. With a rocket in hand, you just have to stop the pushes by the opponent and find the perfect timing to launch the rocket. 

Because it is a 6 elixir card, it might become an advantage to your opponent. Therefore, you need to be extremely careful while using this card.

However, if I see a huge push coming towards me, I prefer rocketing them st the bridge because it would give me huge value. Similarly, if I don't have counter to the balloons in hand, I rocket the balloons. 

Utilizing the rocket depends totally on what you want to do: tank or defense or crown tower damage.

5. Night Witch:



It is a supporting unit in this deck. It can be used with any other troops and combines perfectly for a push. It is also sometimes used to counter prince, the nightmare of this deck. 

To stop a prince, we have nothing in this deck. So, I prefer going with a night Witch beside the princess towers and zap the prince when it comes nearer. 

Night Witch provides an additional damage advantage of the bats spawned from her. If she gets to the princess tower, and there is no defending troops from the opponents, she alone can destroy that tower.

These are some pushes with Night Witch:
  • MegaKnight+ Night Witch
  • Baby Dragon + Night Witch
  • Night Witch + Archers
  • Valkyrie + Night Witch
Because this is a 4 elixir card, it is easier to cycle and get it back. This performs both as counter and tank. 

6. Valkyrie:



This is another splash area damaging troop in this deck. This is more like a defending troop. 

Perfect placement of valkyrie against Magic Archer won't take any of its damage and valkyrie still remains healthy.

You need to level up the valkyrie. Once done, it can stop Giant Skeleton, Elite Barbarians, Sparky, Mega Knight and almost all. This is because it has high Hitpoints.

There is no such strategy playing valkyrie in this deck. If you are leaking elixir, you can play valkyrie beside the king tower. Otherwise, you can just let the valkyrie charge the push with other units beside her.

7. Log:




Log is the most important card in this deck for the given trophy range. It is essential to wipe out the ground units. It is mostly effective against goblin battel and wall breakers. 

You can also use this card to get cheap damage when you are high on elixir. 

You always need to make this card worthy. If this card is somehow misplayed then, you might get serious damage on your tower. However, zap is always an option in this deck.

8. Baby Dragon:



This is the only air unit in our deck that can target both ground and air units. This card is played against minion horde, balloon, lava hound and other air cards.

I do not prefer using this card against the ground units because I have other cards to deal with them. 

I use this card only when the opponent uses an air troop or I am building a push.

Since, it is the only air troop in this deck, it is essential to place it very perfectly if the opponent has air units.

Disadvantages of using this deck:
  • It has only one air troop.
  • It has no building cards that are effective against Golem, Goblin Giant, Royal Giant, and others.
  • There are only 5 cards in this deck. 3 others are spells. 
  • While facing an X-bow deck, you shouldn't get any damage on your tower, you need to constantly defend the pushes and cycle rocket as soon as possible.
Now that you have the best megaknight deck for legendary arena around 4000-5000 trophies range, its time to climb high on ladder.


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